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A faster flywheel will store more energy, but there are two other factors here:1) The flywheel is spun up by the gearing. When the energy is returned to the motor, the speed is reduced by the same gearing, so it probably won't help much. 2) You'll lose at least a little energy in the gears due to extra friction, which will reduce the efficiency of the flywheel.If you have room for a double-shaft motor, I'd put the gearhead on the drive train side, and use a faster motor, with the flywheel directly attached to the motor shaft. Since that would probably require redesigning the entire system, you might be better off ditching the gearhead entirely and using a longer flywheel, for more rotating mass.
I wasn't looking for whole seconds of coast. I was hoping for something like 1/4 second, though. I don't care about the flywheel coasting the engine over dead spots in the track. To me, that has always been a flawed line of thinking about flywheels.The reason is that while it helps after the engine gets going, a big part of engine-stall issues is the engine refusing to start when it's been sitting on the track for a minute (or a week). And if it doesn't have contact to get started, the flywheel is useless.
But it is the coasting through dead spots that N scale flywheels are really good for (due to their small size).I also don't see how a flywheel will help in getting the engine going. The flywheels are good fo rsmoothing out the motion (that is why pretty much all internal combustion engines use flywheels - to smooth out the rough impulses of torque coming from the explosion in the cylinders). But the flywheel has inertia which makes it resist changes in speed. So when the mode; is stopped, the flywheel's inertia will resist the motor's torque to start moving. How is that helping in getting the model going?
Have you considered DCC? Decoders with back-emf feedback deal with the variable load issue electronically (but not full power dropouts).